Casino machine having emotive lighting structures

ABSTRACT

A gaming machine includes a gaming cabinet, an electronic display device, a masked area, a light source, and a diffused lighting area. The display device is within a cabinet enclosure and has an active area with an image surface, which is defined by a plurality of active edges and is configured to display images of a casino wagering game. The masked area is adjacent to the active area and lacks any display of the images of the casino wagering game. The light source is concealed from view relative to a player position and emits an initial light. The diffused lighting area is adjacent to the masked area, extends to overlap the adjacent peripheral edge of the cabinet enclosure, and includes a single diffuser that receives the initial light and transmits it towards the player.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application is a continuation of U.S. patent application Ser. No.15/215,384, filed on Jul. 20, 2016, which is continuation-in-part ofU.S. patent application Ser. No. 14/735,931, now U.S. Pat. No.10,019,868, filed on Jun. 10, 2015, for a “Casino Machine Having EmotiveLighting Structures.” both of which are incorporated by reference intheir entireties.

COPYRIGHT

A portion of the disclosure of this patent document contains materialwhich is subject to copyright protection. The copyright owner has noobjection to the facsimile reproduction by anyone of the patentdisclosure, as it appears in the Patent and Trademark Office patentfiles or records, but otherwise reserves all copyright rightswhatsoever.

FIELD OF THE INVENTION

The present invention relates generally to gaming apparatus and methodsand, more particularly, to a casino machine having an emotive lightingstructure for creating a masked area between an active area and adiffused lighting area.

BACKGROUND OF THE INVENTION

Gaming machines, such as slot machines, video poker machines and thelike, have been a cornerstone of the gaming industry for several years.Generally, the popularity of such machines with players is dependent onthe likelihood (or perceived likelihood) of winning money at the machineand the intrinsic entertainment value of the machine relative to otheravailable gaming options. Where the available gaming options include anumber of competing machines and the expectation of winning at eachmachine is roughly the same (or believed to be the same), players arelikely to be attracted to the most entertaining and exciting machines.Shrewd operators consequently strive to employ the most entertaining andexciting machines, features, and enhancements available because suchmachines attract frequent play and hence increase profitability to theoperator. Therefore, there is a continuing need for gaming machinemanufacturers to continuously develop new games and improved gamingenhancements that will attract frequent play through enhancedentertainment value to the player.

SUMMARY OF THE INVENTION

According to one aspect of the present invention, a gaming machineincludes a gaming cabinet having a cabinet enclosure with a peripheraledge, and an electronic display device within the cabinet enclosure. Theelectronic display device has an active area with an image surface, theimage surface being defined by a plurality of active edges andconfigured to display images of a casino wagering game. The gamingmachine also includes a masked area adjacent to the active area andlacking any display of the images of the casino wagering game, and alight source concealed from view relative to a player position in frontof the gaming cabinet and emitting an initial light. The gaming machinefurther includes a diffused lighting area adjacent to the masked areaand extending to overlap the adjacent peripheral edge of the cabinetenclosure, the diffused lighting area including a single diffuser thatreceives the initial light and transmits it towards the player.

According to another aspect of the invention, a gaming machine includesa gaming cabinet with a peripheral edge, and an electronic displaydevice within the cabinet. The display device includes an active areaconfigured to display images of a casino wagering game. The gamingmachine also includes a masked area immediately adjacent to the activearea and forming at least in part an imageless, opaque border around theactive area. A glass component has a common surface overlapping both theactive area and the masked area. The gaming machine further includes asingle diffuser forming a diffused lighting area and extending betweenthe glass component and the adjacent peripheral edge of the gamingcabinet, the single diffuser having a first surface that extends in anoverlapping manner below the glass component and a second surface thatis at least in part elevated relative to the common surface of the glasscomponent.

Additional aspects of the invention will be apparent to those ofordinary skill in the art in view of the detailed description of variousembodiments, which is made with reference to the drawings, a briefdescription of which is provided below.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a perspective view of a free-standing gaming machine,according to an embodiment of the present invention.

FIG. 2 is a schematic view of a gaming system, according to anembodiment of the present invention.

FIG. 3 is an image of an exemplary basic-game screen of a wagering gamedisplayed on a gaming machine, according to an embodiment of the presentinvention.

FIG. 4A is a partial front view of a gaming machine with an electronicdisplay device adjacent to lighting areas, according to an embodiment ofthe present invention.

FIG. 4B is an enlarged view of a vertical lighting area illustrated inFIG. 4A.

FIG. 4C is an enlarged view of a horizontal lighting area illustrated inFIG. 4A.

FIG. 4D is a partial perspective view illustrating rear lighting of thegaming machine of FIG. 4A.

FIG. 5A is a top view illustration of the vertical lighting areaillustrated in FIG. 4B.

FIG. 5B is a top view illustration of features illustrated in FIG. 5A.

FIG. 6 is an exploded front-perspective view illustration of thevertical lighting area of FIG. 5 and other display components.

FIG. 7 is an exploded side-perspective view of the illustration of FIG.6.

FIG. 8A is a side cross-sectional view along lines “8-8” of FIG. 9illustrating a contour lighting area, according to one embodiment of thepresent invention.

FIG. 8B is a side cross-sectional illustration representative of analternative configuration of a contour lighting area, according to oneembodiment of the present invention.

FIG. 9 is an exploded perspective view of components illustrated in FIG.8A.

FIG. 10 is a top view illustration of a two-way lighting area, accordingto an embodiment of the present invention.

FIG. 11A is a partial front view of a gaming machine with an electronicdisplay device and having a seamless integrated emotive lighting area,according to an embodiment of the present invention.

FIG. 11B is an enlarged view of the emotive lighting area of FIG. 11Aillustrating lighting directly adjacent to an active area of theelectronic display device.

FIG. 11C is an enlarged view of the emotive lighting area of FIG. 11Aillustrating components of the emotive lighting area.

FIG. 12 is a top view illustration of the emotive lighting area of FIG.11A.

FIG. 13A is a perspective view of a display for a gaming machine,according to another embodiment of the present invention.

FIG. 13B is an enlarged view showing an emotive lighting area of thedisplay shown in FIG. 13A.

FIG. 14 is a front view of the display shown in FIG. 13A.

FIG. 15 is a side view of the display shown in FIG. 13A.

FIG. 16 is a top view of the display shown in FIG. 13A.

FIG. 17 is a right partial cross-sectional illustration of the displayshown in FIG. 13A.

FIG. 18 is a left partial cross-sectional illustration of the displayshown in FIG. 13A.

FIG. 19A is a front view illustration of a portion of the display shownin FIG. 13A having a printed pattern, according to a further embodimentof the present invention.

FIG. 19B is an enlarged cross-sectional illustration of the portion ofthe display shown in FIG. 19A.

While the invention is susceptible to various modifications andalternative forms, specific embodiments have been shown by way ofexample in the drawings and will be described in detail herein. Itshould be understood, however, that the invention is not intended to belimited to the particular forms disclosed. Rather, the invention is tocover all modifications, equivalents, and alternatives falling withinthe spirit and scope of the invention as defined by the appended claims.

DETAILED DESCRIPTION

While this invention is susceptible of embodiment in many differentforms, there is shown in the drawings and will herein be described indetail preferred embodiments of the invention with the understandingthat the present disclosure is to be considered as an exemplification ofthe principles of the invention and is not intended to limit the broadaspect of the invention to the embodiments illustrated. For purposes ofthe present detailed description, the singular includes the plural andvice versa (unless specifically disclaimed); the words “and” and “or”shall be both conjunctive and disjunctive; the word “all” means “any andall”; the word “any” means “any and all”; and the word “including” means“including without limitation.”

For purposes of the present detailed description, the terms “wageringgame,” “casino wagering game,” “gambling,” “slot game,” “casino game,”and the like include games in which a player places at risk a sum ofmoney or other representation of value, whether or not redeemable forcash, on an event with an uncertain outcome, including withoutlimitation those having some element of skill. In some embodiments, thewagering game involves wagers of real money, as found with typicalland-based or online casino games. In other embodiments, the wageringgame additionally, or alternatively, involves wagers of non-cash values,such as virtual currency, and therefore may be considered a social orcasual game, such as would be typically available on a social networkingweb site, other web sites, across computer networks, or applications onmobile devices (e.g., phones, tablets, etc.). When provided in a socialor casual game format, the wagering game may closely resemble atraditional casino game, or it may take another form that more closelyresembles other types of social/casual games.

Referring to FIG. 1, there is shown a gaming machine 10 similar to thoseoperated in gaming establishments, such as casinos. With regard to thepresent invention, the gaming machine 10 may be any type of gamingterminal or machine and may have varying structures and methods ofoperation. For example, in some aspects, the gaming machine 10 is anelectromechanical gaming terminal configured to play mechanical slots,whereas in other aspects, the gaming machine is an electronic gamingterminal configured to play a video casino game, such as slots, keno,poker, blackjack, roulette, craps, etc. The gaming machine 10 may takeany suitable form, such as floor-standing models as shown, handheldmobile units, bartop models, workstation-type console models, etc.Further, the gaming machine 10 may be primarily dedicated for use inplaying wagering games, or may include non-dedicated devices, such asmobile phones, personal digital assistants, personal computers, etc.Exemplary types of gaming machines are disclosed in U.S. Pat. Nos.6,517,433, 8,057,303, and 8,226,459, which are incorporated herein byreference in their entireties.

The gaming machine 10 illustrated in FIG. 1 comprises a gaming cabinet12 that securely houses various input devices, output devices,input/output devices, internal electronic/electromechanical components,and wiring. The cabinet 12 includes exterior walls, interior walls andshelves for mounting the internal components and managing the wiring,and one or more front doors that are locked and require a physical orelectronic key to gain access to the interior compartment of the cabinet12 behind the locked door. The cabinet 12 optionally forms an alcoveconfigured to store one or more beverages or personal items of a player.A notification mechanism, such as a candle or tower light, is optionallymounted to the top of the cabinet 12. It flashes to alert an attendantthat change is needed, a hand pay is requested, or there is a potentialproblem with the gaming machine 10. The gaming cabinet 12 optionallyincludes a rear wing 13 having a front surface 14 that is positionedrearward of a primary display 18.

The input devices, output devices, and input/output devices are disposedon, and securely coupled to, the cabinet 12. By way of example, theoutput devices include the primary display 18, a secondary display 20,and one or more audio speakers. The primary display 18 or the secondarydisplay 20 may be a mechanical-reel display device, a video displaydevice, or a combination thereof in which a transmissive video displayis disposed in front of the mechanical-reel display to portray a videoimage superimposed upon the mechanical-reel display. The displaysvariously display information associated with wagering games,non-wagering games, community games, progressives, advertisements,services, premium entertainment, text messaging, emails, alerts,announcements, broadcast information, subscription information, etc.appropriate to the particular mode(s) of operation of the gaming machine10. The gaming machine 10 includes a touch screen(s) 24 mounted over theprimary or secondary displays, one or more buttons 26 on a button paneland/or other player-input devices, a bill/ticket acceptor 28, a cardreader/writer and/or ticket dispenser 32, and player-accessible ports(e.g., audio output jack for headphones, video headset jack, USB port,wireless transmitter/receiver, etc.). It should be understood thatnumerous other peripheral devices and other elements exist and arereadily utilizable in any number of combinations to create various formsof a gaming machine in accord with the present concepts.

The player input devices, such as the touch screen 24, buttons 26, amouse, a joystick, a gesture-sensing device, a voice-recognition device,and a virtual-input device, accept player inputs and transform theplayer inputs to electronic data signals indicative of the playerinputs, which correspond to an enabled feature for such inputs at a timeof activation (e.g., pressing a “Max Bet” button or soft key to indicatea player's desire to place a maximum wager to play the wagering game).The inputs, once transformed into electronic data signals, are output togame-logic circuitry for processing. The electronic data signals areselected from a group consisting essentially of an electrical current,an electrical voltage, an electrical charge, an optical signal, anoptical element, a magnetic signal, and a magnetic element.

The gaming machine 10 includes one or more value input/payment devicesand value output/payout devices. The value input devices are used todeposit cash or credits onto the gaming machine 10. The cash or creditsare used to fund wagers placed on the wagering game played via thegaming machine 10. Examples of value input devices include, but are notlimited to, a coin acceptor, the bill/ticket acceptor 28, the cardreader/writer 30, a wireless communication interface for reading cash orcredit data from a nearby mobile device, and a network interface forwithdrawing cash or credits from a remote account via an electronicfunds transfer. The value output devices are used to dispense cash orcredits from the gaming machine 10. The credits may be exchanged forcash at, for example, a cashier or redemption station. Examples of valueoutput devices include, but are not limited to, a coin hopper fordispensing coins or tokens, a bill dispenser, the card reader/writer 30,the ticket dispenser 32 for printing tickets redeemable for cash orcredits, a wireless communication interface for transmitting cash orcredit data to a nearby mobile device, and a network interface fordepositing cash or credits to a remote account via an electronic fundstransfer.

Turning now to FIG. 2, there is shown a block diagram of thegaming-machine architecture. The gaming machine 10 includes game-logiccircuitry 40 securely housed within a locked box inside the gamingcabinet 12 (see FIG. 1). The game-logic circuitry 40 includes a centralprocessing unit (CPU) 42 connected to a main memory 44 that comprisesone or more memory devices. The CPU 42 includes any suitableprocessor(s), such as those made by Intel and AMD. By way of example,the CPU 42 includes a plurality of microprocessors including a masterprocessor, a slave processor, and a secondary or parallel processor.Game-logic circuitry 40, as used herein, comprises any combination ofhardware, software, or firmware disposed in or outside of the gamingmachine 10 that is configured to communicate with or control thetransfer of data between the gaming machine 10 and a bus, anothercomputer, processor, device, service, or network. The game-logiccircuitry 40, and more specifically the CPU 42, comprises one or morecontrollers or processors and such one or more controllers or processorsneed not be disposed proximal to one another and may be located indifferent devices or in different locations. The game-logic circuitry40, and more specifically the main memory 44, comprises one or morememory devices which need not be disposed proximal to one another andmay be located in different devices or in different locations. Thegame-logic circuitry 40 is operable to execute all of the various gamingmethods and other processes disclosed herein. The main memory 44includes a wagering-game unit 46. In one embodiment, the wagering-gameunit 46 causes wagering games to be presented, such as video poker,video black jack, video slots, video lottery, etc., in whole or part.

The game-logic circuitry 40 is also connected to an input/output (I/O)bus 48, which can include any suitable bus technologies, such as anAGTL+ frontside bus and a PCI backside bus. The I/O bus 48 is connectedto various input devices 50, output devices 52, and input/output devices54 such as those discussed above in connection with FIG. 1. The I/O bus48 is also connected to a storage unit 56 and an external-systeminterface 58, which is connected to external system(s) 60 (e.g.,wagering-game networks).

The external system 60 includes, in various aspects, a gaming network,other gaming machines or terminals, a gaming server, a remotecontroller, communications hardware, or a variety of other interfacedsystems or components, in any combination. In yet other aspects, theexternal system 60 comprises a player's portable electronic device(e.g., cellular phone, electronic wallet, etc.) and the external-systeminterface 58 is configured to facilitate wireless communication and datatransfer between the portable electronic device and the gaming machine10, such as by a near-field communication path operating viamagnetic-field induction or a frequency-hopping spread spectrum RFsignals (e.g., Bluetooth, etc.).

The gaming machine 10 optionally communicates with the external system60 such that the gaming machine 10 operates as a thin, thick, orintermediate client. The game-logic circuitry 40—whether located within(“thick client”), external to (“thin client”), or distributed bothwithin and external to (“intermediate client”) the gaming machine 10—isutilized to provide a wagering game on the gaming machine 10. Ingeneral, the main memory 44 stores programming for a random numbergenerator (RNG), game-outcome logic, and game assets (e.g., art, sound,etc.)—all of which obtained regulatory approval from a gaming controlboard or commission and are verified by a trusted authentication programin the main memory 44 prior to game execution. The authenticationprogram generates a live authentication code (e.g., digital signature orhash) from the memory contents and compare it to a trusted code storedin the main memory 44. If the codes match, authentication is deemed asuccess and the game is permitted to execute. If, however, the codes donot match, authentication is deemed a failure that must be correctedprior to game execution. Without this predictable and repeatableauthentication, the gaming machine 10, external system 60, or both arenot allowed to perform or execute the RNG programming or game-outcomelogic in a regulatory-approved manner and are therefore unacceptable forcommercial use.

When a wagering-game instance is executed, the CPU 42 (comprising one ormore processors or controllers) executes the RNG programming to generateone or more pseudo-random numbers. The pseudo-random numbers are dividedinto different ranges, and each range is associated with a respectivegame outcome. Accordingly, the pseudo-random numbers are utilized by theCPU 42 when executing the game-outcome logic to determine a resultantoutcome for that instance of the wagering game. The resultant outcome isthen presented to a player of the gaming machine 10 by accessing theassociated game assets, required for the resultant outcome, from themain memory 44. The CPU 42 causes the game assets to be presented to theplayer as outputs from the gaming machine 10 (e.g., audio and videopresentations). Instead of a pseudo-RNG, the game outcome may be derivedfrom random numbers generated by a physical RNG that measures somephysical phenomenon that is expected to be random and then compensatesfor possible biases in the measurement process. Whether the RNG is apseudo-RNG or physical RNG, the RNG uses a seeding process that reliesupon an unpredictable factor (e.g., human interaction of turning a key)and cycles continuously in the background between games and during gameplay at a speed that cannot be timed by the player, for example, at aminimum of 100 Hz (100 calls per second) as set forth in Nevada's NewGaming Device Submission Package. Accordingly, the RNG cannot be carriedout manually by a human.

The gaming machine 10 may be used to play central determination games,such as electronic pull-tab and bingo games. In an electronic pull-tabgame, the RNG is used to randomize the distribution of outcomes in apool and/or to select which outcome is drawn from the pool of outcomeswhen the player requests to play the game. In an electronic bingo game,the RNG is used to randomly draw numbers that players match againstnumbers printed on their electronic bingo card.

The gaming machine 10 may include additional peripheral devices or morethan one of each component shown in FIG. 2. Any component of thegaming-machine architecture includes hardware, firmware, or tangiblemachine-readable storage media including instructions for performing theoperations described herein. Machine-readable storage media includes anymechanism that stores information and provides the information in a formreadable by a machine (e.g., gaming terminal, computer, etc.). Forexample, machine-readable storage media includes read only memory (ROM),random access memory (RAM), magnetic-disk storage media, optical storagemedia, flash memory, etc.

Referring now to FIG. 3, there is illustrated an image of a basic-gamescreen 80 adapted to be displayed on the primary display 18 or thesecondary display 20. The basic-game screen 80 portrays a plurality ofsimulated symbol-bearing reels 82. Alternatively or additionally, thebasic-game screen 80 portrays a plurality of mechanical reels or othervideo or mechanical presentation consistent with the game format andtheme. The basic-game screen 80 also advantageously displays one or moregame-session credit meters 84 and various touch screen buttons 86adapted to be actuated by a player. A player can operate or interactwith the wagering game using these touch screen buttons or other inputdevices such as the buttons 26 shown in FIG. 1. The game-logic circuitry40 operates to execute a wagering-game program causing the primarydisplay 18 or the secondary display 20 to display the wagering game.

In response to receiving an input indicative of a wager, the reels 82are rotated and stopped to place symbols on the reels in visualassociation with paylines such as paylines 88. The wagering gameevaluates the displayed array of symbols on the stopped reels andprovides immediate awards and bonus features in accordance with a paytable. The pay table may, for example, include “line pays” or “scatterpays.” Line pays occur when a predetermined type and number of symbolsappear along an activated payline, typically in a particular order suchas left to right, right to left, top to bottom, bottom to top, etc.Scatter pays occur when a predetermined type and number of symbolsappear anywhere in the displayed array without regard to position orpaylines. Similarly, the wagering game may trigger bonus features basedon one or more bonus triggering symbols appearing along an activatedpayline (i.e., “line trigger”) or anywhere in the displayed array (i.e.,“scatter trigger”). The wagering game may also provide mystery awardsand features independent of the symbols appearing in the displayedarray.

In accord with various methods of conducting a wagering game on a gamingsystem in accord with the present concepts, the wagering game includes agame sequence in which a player makes a wager and a wagering-gameoutcome is provided or displayed in response to the wager being receivedor detected. The wagering-game outcome, for that particularwagering-game instance, is then revealed to the player in due coursefollowing initiation of the wagering game. The method comprises the actsof conducting the wagering game using a gaming apparatus, such as thegaming machine 10 depicted in FIG. 1, following receipt of an input fromthe player to initiate a wagering-game instance. The gaming machine 10then communicates the wagering-game outcome to the player via one ormore output devices (e.g., primary display 18 or secondary display 20)through the display of information such as, but not limited to, text,graphics, static images, moving images, etc., or any combinationthereof. In accord with the method of conducting the wagering game, thegame-logic circuitry 40 transforms a physical player input, such as aplayer's pressing of a “Spin Reels” touch key, into an electronic datasignal indicative of an instruction relating to the wagering game (e.g.,an electronic data signal bearing data on a wager amount).

In the aforementioned method, for each data signal, the game-logiccircuitry 40 is configured to process the electronic data signal, tointerpret the data signal (e.g., data signals corresponding to a wagerinput), and to cause further actions associated with the interpretationof the signal in accord with stored instructions relating to suchfurther actions executed by the controller. As one example, the CPU 42causes the recording of a digital representation of the wager in one ormore storage media (e.g., storage unit 56), the CPU 42, in accord withassociated stored instructions, causes the changing of a state of thestorage media from a first state to a second state. This change in stateis, for example, effected by changing a magnetization pattern on amagnetically coated surface of a magnetic storage media or changing amagnetic state of a ferromagnetic surface of a magneto-optical discstorage media, a change in state of transistors or capacitors in avolatile or a non-volatile semiconductor memory (e.g., DRAM, etc.). Thenoted second state of the data storage media comprises storage in thestorage media of data representing the electronic data signal from theCPU 42 (e.g., the wager in the present example). As another example, theCPU 42 further, in accord with the execution of the stored instructionsrelating to the wagering game, causes the primary display 18, otherdisplay device, or other output device (e.g., speakers, lights,communication device, etc.) to change from a first state to at least asecond state, wherein the second state of the primary display comprisesa visual representation of the physical player input (e.g., anacknowledgement to a player), information relating to the physicalplayer input (e.g., an indication of the wager amount), a game sequence,an outcome of the game sequence, or any combination thereof, wherein thegame sequence in accord with the present concepts comprises actsdescribed herein. The aforementioned executing of the storedinstructions relating to the wagering game is further conducted inaccord with a random outcome (e.g., determined by the RNG) that is usedby the game-logic circuitry 40 to determine the outcome of thewagering-game instance. In at least some aspects, the game-logiccircuitry 40 is configured to determine an outcome of the wagering-gameinstance at least partially in response to the random parameter.

In one embodiment, the gaming machine 10 and, additionally oralternatively, the external system 60 (e.g., a gaming server), meansgaming equipment that meets the hardware and software requirements forsecurity and predictability as established by at least one state'sgaming control board or commission. Prior to commercial deployment, thegaming machine 10, the external system 60, or both and the casinowagering game played thereon may need to satisfy minimum technicalstandards and require regulatory approval from a gaming control board orcommission (e.g., the Nevada Gaming Commission, Alderney GamblingControl Commission, National Indian Gaming Commission, etc.) chargedwith regulating casino and other types of gaming in a definedgeographical area, such as a state. By way of non-limiting example, agaming machine in Nevada means a device as set forth in NRS 463.0155,463.0191, and all other relevant provisions of the Nevada Gaming ControlAct, and the gaming machine cannot be deployed for play in Nevada unlessit meets the minimum standards set forth in, for example, TechnicalStandards 1 and 2 and Regulations 5 and 14 issued pursuant to the NevadaGaming Control Act. Additionally, the gaming machine and the casinowagering game must be approved by the commission pursuant to variousprovisions in Regulation 14. Comparable statutes, regulations, andtechnical standards exist in other gaming jurisdictions.

Referring generally to FIGS. 4A-4D, a gaming machine 100 (partiallyshown) is primarily dedicated to playing at least one casino wageringgame, and includes a gaming cabinet 102 and a display area 104. Thedisplay area 104 includes at least one electronic display device 105 anda plurality of emotive lighting areas, including a vertical lightingarea 106 and a horizontal lighting area 108. The gaming machine 100 issimilar to or identical with the gaming machine 10 illustrated anddescribed above in reference to FIGS. 1-3. Although, for clarity andease of understanding, the description below refers to a singleelectronic display device 105, it is understood that in otherembodiments the display area 104 includes three electronic displaydevices (e.g., located adjacent to each other, as illustrated in FIG.4A, and forming a unified image to show the appearance of a seamlesselectronic display device).

The electronic display device 105 is located within a display housing ofthe cabinet 102 and is configured to display the casino wagering game.The electronic display device 105 is defined by a plurality of displayedges that includes a left display edge 105 a, a top display edge 105 b,a right display edge 105 c, and a bottom display edge 105 d. The leftdisplay edge 105 a and the top display edge 105 b are symmetrical,respectively, to the right display edge 105 c and the bottom displayedge 105 d, and are further illustrated in FIG. 6.

The electronic display device 105 includes an active area 114 with animage surface in which images of the casino wagering game are displayed,and an inactive bezel area 116 (shown in FIG. 5) that lacks any displayof images. The active area 114 is defined by a plurality of active edgesthat includes a left active edge 114 a, a top active edge 114 b, a rightactive edge 114 c, and a bottom active edge 114 d. The inactive bezelarea 116 is directly adjacent to the active area 114 and is generallyviewable as an imageless border surrounding the active area 114 whenimages are displayed by the electronic display device 105.

Referring more specifically to FIG. 4B, the vertical lighting area 106is within the gaming cabinet 102 and includes a diffused lighting area120 and a bright lighting area 122. The diffused lighting area 120 isdirectly adjacent to the active area 114, and the bright lighting area122 is directly adjacent to the diffused lighting area 120. As describedin more detail below, the diffused lighting area 120 forms a border withdiffused light adjacent to and in seamless transition with the activearea 114 of the electronic display device 105. In a similar manner, thebright lighting area 122 forms a border with bright light adjacent toand in seamless transition with the diffused lighting area 120. Thebright light is viewable, from a player position P in front of thegaming machine 100, as light that is brighter than the diffused light.

Referring more specifically to FIG. 4C, the horizontal lighting area 108is within the gaming cabinet 102 and includes a bright lighting area 130directly adjacent to a masked area 132 of the electronic display device105. The masked area 132 forms a horizontal band lacking images alongthe top display edge 105 b of the electronic display device 105. Thus,the masked area 132 is a horizontal counterpart of the (vertical)inactive bezel area 116. A symmetrical masked area 132 is formed alongthe bottom display edge 105 d of the electronic display device 105.

The horizontal lighting area 108 further includes a diffused lightingarea 134 that is directly adjacent to the bright lighting area 130. Thebright lighting area 130 forms a border of bright light between anddirectly adjacent to the masked area 132 and the diffused lighting area134. Similar to the lighting areas of the vertical lighting area 106,the light of the bright lighting area 130 is viewable as light that isbrighter than diffused light of the diffused lighting area 134. However,in contradistinction to the vertical lighting area 106 (and inaccordance with this exemplary embodiment), the bright lighting area 130of the vertical lighting area 106 is located between the active area 114and the diffused lighting area 134.

Although the above general description above describes for brevitypurposes a left vertical lighting area 106 and a top horizontal lightingarea 108, the gaming machine 100 includes at least two additionallighting areas. The additional lighting areas are respectively andsymmetrically located along a right edge and a bottom edge of theelectronic display device 105. The vertical lighting areas form verticalborders that extend across the full width W of the display area 104.

Referring more specifically to FIG. 4D, the gaming cabinet 102 includesa rear wing 140 having a front surface 142 for receiving rear light RLemitted from within the display housing of the electronic display device105, as described below in the exemplary embodiment of FIG. 10.Optionally, the rear wing 140 and the front surface 142 are identical orsimilar to the rear wing 13 and the front surface 14, respectively,illustrated in FIG. 1. The rear wing 140 is positioned rearward of theelectronic display device 105 relative to the player position P. Thefront surface 142 receives the rear light RL and reflects at least aportion of it towards the player position P as back ambience light AL.

Referring generally to FIGS. 5A-7, the vertical lighting area 106 formsa housing for the electronic display device 105 and includes a frontglass 150, a diffuser 152, a very high bond (VHB) tape 154, a mountingbracket 156, a light-emitting diode (LED) board bracket 158, an LEDboard 160, an LED light source 161, a front light pipe 162, a rear lightpipe 164, and a shell 166. The front glass 150 is the component closestto the player position P and covers internal components, including thediffuser 152 and the electronic display device 105. As such, the frontglass 150, which is attached to the electronic display device 105 viathe VHB tape 154, extends across the width W of the display area 104,including overlapping both the electronic display device 105 and thediffuser 152. The diffuser 152 is mounted behind the front glass 150 (asviewed from the player position P) and overlaps in part with theelectronic display device 105, which is mounted rearward of the diffuser152 relative to the player position P.

The LED light source 161 is mounted on the LED board 160, which ismounted via the LED board bracket 158 rearward of the electronic displaydevice 105. Thus, the LED light source 161 is a light source that isconcealed from view relative to the player position P, which is in frontof the gaming cabinet 102. The LED light source 161 is physically andoptically coupled with the front light pipe 162 via which emitted lightis transmitted towards the diffuser 152. The rear light pipe 164receives light either from the LED light source 161 or from a differentlight source, and transmits the light as the rear light RL illustratedin FIG. 4D, as discussed above.

Referring more specifically to FIG. 5B, the three illuminated areas aremore clearly illustrated adjacent to each other, with the active area114 being generally centrally located and directly adjacent to thediffused lighting area 120, which is directly adjacent to the brightlighting area 122. Although each of these three areas appear co-planar,as viewed from the player position P along the surface of the frontglass 150, different components (which are not necessarily co-planarwith each other) contribute to the images viewed from the playerposition P along the front glass 150. By way of example, the front glass150 is positioned forward of (or, in a different plane) than thediffuser 152, which is positioned forward of the electronic displaydevice 105.

The diffused lighting area 120 has a front diffused surface 120 a thatis adjacent to an image surface 114 e of the active area 114. Forillustration purposes, both the front diffused surface 120 a and theimage surface 114 e, are represented along a front surface of the frontglass 150 (which overlaps the electronic display device 105 and thediffuser 152). However, it is understood that the image surface 114 e ofthe active area 114 is in actuality behind the front glass 150 along afront surface of the electronic display device 105. The front diffusedsurface 120 a overlaps the inactive bezel area 116 and is defined by aninner diffused edge 120 b and an outer diffused edge 120 c, with theinner diffused edge 120 b being coincident with the left active edge 114a to form a seamless transition between images (such as simulatedsymbol-bearing reels) displayed on the image surface 114 e and indirectlight NL of the front diffused surface 102 a, as described below in moredetail. The edges are deemed to be coincident when viewed from theplayer position P, regardless of whether respective components areco-planar with each other.

As explained in more detail below, the diffused lighting area 120receives at least some of emitted initial light IL and transmits itthrough the front diffused surface 120 a towards the player position Pas indirect (or, non-direct) light NL at an oblique angle θ relative tothe image surface 114 e of the active area 114. The indirect light NL isviewed as the diffused (or less-bright) ambient light.

By way of further example, the bright lighting area 122 has a frontbright surface 122 a that is adjacent to and generally co-planar withthe front diffused surface 120 a. As explained in more detail below, thebright lighting area 122 receives at least some of the initial light ILand transmits it through the front bright surface 122 a towards theplayer position P as direct light DL at an angle generally perpendicularto the image surface 114 e of the active area 114. In other words, thedirect light DL is generally parallel to the line of sight L between theplayer position P and the image surface 114 e. The front bright surface122 a is defined by an inner bright edge 122 b and an outer bright edge122 c, the inner bright edge 122 b being coincident with the outerdiffused edge 120 c to form a seamless transition between the indirectlight NL of the front diffused surface 120 a and the direct light DL ofthe front bright surface 122 a. According to the illustrated exemplaryembodiment, the front bright surface 122 a has a smaller width than thefront diffused surface 120 a

To facilitate the transmission of the initial light IL, the diffuser 152has a front planar surface 152 a with an edge adjoining a front angledsurface 152 b, which is oriented at the oblique angle O towards theplayer position P. The front planar surface 152 a is generallyperpendicular to a line of sight L between the player position P and theimage surface 114 e of the active area 114. The front planar surface 152a is further mounted flush with a rear surface of the front glass 150.The diffuser 152 further has a rear surface 152 c with an edge adjoiningthe front angled surface 152 c. The front planar surface 152 a and thefront angled surface 152 b define, in part, an internal area 152 d ofthe diffuser. Optionally, the rear surface 152 c includes a reflectorfilm that receives and reflects at least some internal light XL of theinitial light IL (which bounces within the internal area 152 d) byre-directing the internal XL light as re-directed light YL towards thefront planar surface 152 a. Optionally, yet, the internal area 152 dconsists of a material that includes microspheres 153 that facilitatethe re-direction of the internal light XL towards the rear surface 152 cand/or the front planar surface 152 a.

The LED light source 161 emits the initial light IL that is transmittedtowards the diffuser 152 for being viewed as ambient light in both thediffused lighting area 120 and the bright lighting area 122. The initiallight IL is transmitted via the front light pipe 162 which has a frontend 162 a, a light-receiving area 162 b, and a pipe section 162 cextending there-between. The light-receiving area 162 b is positionedadjacent to the LED light source 161 to directly receive the initiallight IL emitted by the LED light source 161. The initial light ILtravels through the front light pipe 162 from the light-receiving area162 b, through the pipe section 162 c and exits through the front end162 a into the diffuser 152.

The front angled surface 152 b of the diffuser 152 directs at least someof the initial IL light as re-directed light passing through theinternal area 152 d of the diffuser 152. The re-directed light istransmitted through the front planar surface 152 a towards the playerposition P as the indirect light NL. The indirect light NL is optionallytransmitted at the oblique angle θ or at some other oblique relative tothe image surface of the active area 114.

Referring to FIGS. 8A and 9, the horizontal lighting area 108illustrated in FIG. 4A optionally or alternatively has contour lightingthat follows a top curve formed by the display area 104, such as, forexample, when the display area 104 includes three electronic displaydevice 105. The contour lighting is achieved by using a spacer 170, aleft LED board 172, a middle LED board 173, a right LED board 174, acontour light pipe 176, a diffuser 178, and an LED light source 180(which is located at a distance X from a front diffuser surface 178 a).

The contour lighting includes three sections, generally referred to asthe left, middle, and right sections, which are, respectively, inaccordance with the left, middle, and right LED boards 172-174. Thecontour light pipe 176, the diffuser 178, and the LED light source 180provides emotive lighting that follows the contour of each section. Inother words, each section along LED boards 172-174 is designated tofollow the contour of a respective electronic display device 105 and toprovide illumination that includes a diffused lighting area 182.

The diffused lighting area 182 is formed with light that is emitted byLEDs of the LED boards 172-174 and that is communicated via the contourlight pipe 176 to the diffuser 178. Furthermore, the spacer 170 isconfigured to provide a desired non-illuminated area 184, which islocated between the diffused lighting area 182 and a top area of theelectronic display device 105. Optionally, the diffused lighting area182 is similar or identical to the diffused lighting area 134illustrated in FIG. 4C, and the contour light pipe 176 and the diffuser178 are configured and function similar to the respective componentsdescribed above, e.g., the front light pipe 162, the rear light pipe164, and the diffuser 152.

Referring to FIG. 8B, instead of the contour lighting illustrated inFIG. 8A, the horizontal lighting area 108 optionally or alternativelyhas an alternative configuration that includes one or more modified LEDboards 173′, a modified contour light pipe 176′, a modified diffuser178′, and a modified LED light source 180′. The modified configurationhas a geometry in which the modified diffuser 178′, in particular, has aslimmer and more contoured profile than the diffuser 178 illustrated inthe embodiment shown in FIG. 8A. Additionally, the contact between themodified diffuser 178′ and the modified contour light pipe 176′ includesa notched area 179′ that facilitates an enhanced interface between thesetwo components. The enhanced interface has two contact surfaces, whichinclude a lower contact surface 182′ and an upper contact surface 183′.

Furthermore, the modified LED light source 180′ is positioned at adistance X′ from a front diffuser surface 178 a′. The distance X′ isgreater than the distance X by which the LED light source 180 ispositioned from the front diffuser surface 178 a in the embodimentillustrated in FIG. 8A. In general, the geometry of the alternativecontour lighting helps achieve a more diffuse and blended ambient lightthan the contour lighting of FIG. 8A.

Referring to FIG. 10, according to an alternative embodiment, thevertical lighting area 106 has a configuration in which the front lightpipe 162 and the rear light pipe 164 have been replaced by a singlelight pipe 190, and in which the single LED light source 161 has beenreplaced by a front LED light source 192 and a rear LED light source194. The front glass 150, the diffuser 152 and the electronic displaydevice 105 remain generally the same in both embodiments.

The front LED light source 192 and the rear LED light source 194 areboth concealed from view relative to the player position and emit,respectively, a front initial light F-IL and a rear initial light R-IL.The front initial light F-IL emitted from the front LED light source 192is optically communicated to the diffuser 152 and is transmitted towardsthe player position P as the direct light DL and the indirect light NL,as described in more detail above in reference to FIG. 5B.

The rear initial light R-IL is emitted from the rear LED light source194 into a rear light-receiving area 195 and is optically communicatedto a rear end 196 of the light pipe 190 via a rear pipe section 197. Therear initial light R-IL is, then, transmitted as rear light RL onto afront surface 198 of a rear structure 199. The front surface 198, whichis optionally similar or identical to the front surface 142 of the rearwing 140, reflects the rear light RL to be visible as back ambiencelight AL from the player position P. The rear structure 199 is at leastin part overlapping with the vertical lighting area 106.

The front LED light source 192 is mounted on a front LED board 193, andthe rear LED light source 194 is mounted on a rear LED board 200. Eitheror both of the LED boards 193, 200 are printed circuit boards (PCBs) onwhich side-firing LEDs are mounted as the respective LED light sources192, 194. Optionally, the side-firing LEDs of the front LED light source192 are mounted at a first pitch along the front LED PCB 193, and theside-firing LEDs of the rear LED light source 194 are mounted at asecond pitch along the rear LED PCB 200. Optionally, yet, the firstpitch is smaller than the second pitch to facilitate a brighter andfocused front ambient light than a dimmer and unfocused rear ambientlight.

Referring to FIGS. 11A-11C, the active area 114 and the verticallighting area 106 are configured to achieve a seamless integrationbetween images displayed in the active area 114 by the electronicdisplay device 105 and the emotive lighting formed by the verticallighting area 106. Referring specifically to FIG. 11B, the seamlessintegration is achieved along a line 210, which in accordance with someembodiments is invisible (or barely visible) when the images and theemotive lighting are displayed. Referring specifically to FIG. 11C, thediffuser 152 extends to and is directly adjacent with the active area114, with the inactive bezel area 116 being overlapped by the diffuser152 in a position forward of the electronic display device 105.

Referring to FIG. 12, according to an alternative embodiment, thevertical lighting area 106 has an alternative configuration thatincludes a modified diffuser 210 and a modified light pipe 212. Themodified diffuser 210 has a single front planar surface 210 a, lacking afront angled surface similar to the front angled surface 152 billustrated in FIG. 5B. The modified diffuser 210 is not directlyadjacent to the VHB tape 154, but is offset by a small distance.Regardless, the modified diffuser 210 is positioned to overlap theinactive bezel area 116 of the electronic display device 105 similar tothe position of the diffuser 152 illustrated in FIGS. 5A and 5B.

The modified light pipe 212 has a cantilevered configuration in whichthe LED light source 161 is generally suspended and detached over themounting bracket 156. The LED light source 161 is further mounted on anLED board 214, which receives power and/or signals from a power/signalconnector 216. The LED light source 161 emits the initial light IL whichis viewable, via the modified diffuser 210, as both direct light DL andindirect light NL.

Referring to FIGS. 13A-16, a display 200 is configured for use in agaming machine having a gaming cabinet, such as the gaming machine 10and gaming cabinet 12 described above in reference to FIGS. 1-3. Thedisplay 200 includes an electronic display device 202 that is within acabinet enclosure 204 and has an active area 206. The cabinet enclosure204 has a peripheral edge 208 that generally surrounds the electronicdisplay device 202. According to the illustrated embodiment, the cabinetenclosure 204 forms a portion of the display 200.

The active area 206 shows images of a casino wagering game, such as theimages described above in reference to FIG. 3 (e.g., the image of abasic-game screen 80). The active area 206 is generally defined by aplurality of active edges 207 and is adjacent to a masked area 210,which lacks any display of the images of the casino wagering game. Thedisplay 200 further includes a diffused lighting area 212 that isadjacent to the masked area 210 and which extends to overlap theadjacent peripheral edge 208 of the cabinet enclosure. Together, thediffused lighting area 212 and the masked area 210 form an emotivelighting area.

Referring to FIGS. 17 and 18, the diffused lighting area 212 includes alight source 214 that is concealed from view relative to a playerposition 216 in front of the gaming cabinet to which the display 200 ismounted. The light source 214, which optionally includes one or morelight-emitting diodes (LEDs), emits an initial light 218 that isreceived by a single diffuser 220.

The single diffuser 220 is shaped such that it wraps around at least twonon-parallel surfaces. According to the illustrated embodiment, thesingle diffuser 220 has a first top surface 222 that extends below themasked area 210 and a second top surface 224 that extends away from acommon edge 226, which is between the masked area 210 and the diffusedlighting area 212.

The single diffuser 220 further has an external side 228 that extendsperpendicularly from the second top surface 224 towards the adjacentperipheral edge 208 of the cabinet enclosure 204. According to oneexample, the external side 228 forms a seamless connection with theadjacent peripheral edge 208 of the cabinet enclosure 204.

According to one embodiment, the second top surface 224 is generallyflush (or-coplanar) with the masked area 210. According to analternative embodiment, the second top surface 224 is elevated, at leastin part, relative to the masked area 210.

The display 200 further includes a glass 230, a liquid crystal display232, a printed circuit board (PCB) 234, and a plurality of electroniccomponents 236. The glass 230 defines a top surface 238 of the activearea 206 that provides a continuous glass surface overlapping both theactive area 206 and the masked area 210. Thus, for example, if thesecond top surface 224 of the single diffuser 220 is elevated relativeto the masked area 210, in effect the second top surface 224 is elevatedrelative to the top surface 238. The images of the casino wagering game,which, according to one example, are displayed via the liquid crystaldisplay 232, are visible through the glass 230 that overlaps the liquidcrystal display 232. As such, the active area 206 has an image surfacethat can include either of the top surface 238 (through which the imagesare visible) or a top surface of the liquid crystal display 232 (viawhich the images are transmitted and which represents the visible screenportion of the liquid crystal display 232).

The glass 230 has a bottom printed surface 240 along the masked area210, which provides a masked effect in which light is completelyprevented from passing through the glass 230 along the masked area 210(e.g., to provide an opaque black border surrounding the active area206), or in which various light patterns pass through the glass 230along the masked area 210 (e.g., to provide a half-tone gradationconsisting of black and transparent, black-and-translucent white and/oropaque and translucent color border patterns surrounding the active area206). Thus, the initial light 218 emitted by LEDs 214 is eithercompletely blocked by the bottom printed surface 240 along the maskedarea 210 or is partially blocked to provide a pattern light effect.

Referring to FIGS. 19A and 19B, the bottom printed surface optionallyincludes one or more layers 240 a, 240 b, with each layer having adifferent printed pattern. The pattern combinations provide variousemotive lighting effects and visual effect interplay in the masked area210 and the diffused lighting area 212. According to one example, theprinted pattern includes one or more of a gradated pattern, ablack-and-white pattern, and a color pattern. According to anotherexample, the printed pattern is opaque black with an inner border thatis solid and which forms a frame around the active area 206, segregatingimages of the casino wagering game from lighting effects of the diffusedlighting area 212. According to yet another example, the printed patternhas a gradation pattern that extends completely between the active area206 and the diffused lighting area 212, with colors including asilver-mirror pattern, a translucent pattern, and a tinted pattern. Theprinted pattern optionally interacts with various colors of the light218. By way of example, images displayed on the active area 206 matchthe lighting color viewed through the masked area 210 and/or thediffused lighting area 212 for a borderless lighting effect.

Alternative to the wrap-around effect achieved by the diffuser 220, withlight emitted both through the second top surface 224 and the externalside 228, an opaque trim 250 is positioned adjacent to the glass 230, inaddition to or instead of the diffuser 220. The opaque trim 250 preventslight being emitted through the side, i.e., light that would otherwisebe transmitted parallel to the image surface 238 such as through theexternal side 228 of the diffuser 220.

One benefit of the diffused lighting area 212, including the diffuser220, is that it provides a larger perimeter lighting area, relative tothe active area 206, creating a multi-sided object with surfaces thatwrap around changing directions and increasing a viewable angle range ofthe lighting features. For example, the initial light 218 is transmittedthrough both the second top surface 224 and the external side 228 of thediffuser 220 to provide a multi-sided viewable effect.

Each of these embodiments and obvious variations thereof is contemplatedas falling within the spirit and scope of the claimed invention, whichis set forth in the following claims. Moreover, the present conceptsexpressly include any and all combinations and sub-combinations of thepreceding elements and aspects.

1-20. (canceled)
 21. An emotive lighting structure for a gaming machine,the gaming machine including a cabinet and an electronic display devicemounted to the cabinet, the electronic display device having an activearea configured to display images of a casino wagering game, the emotivelighting structure comprising: a masked area adjacent to the active areaand lacking any display of the images of the casino wagering game, themasked area including a printed bottom surface comprising a printedgradation pattern; a diffuser at least partially beneath the maskedarea; and a concealed light source configured to emit light into thediffuser, the diffused light being partially visible through thegradation pattern to create a pattern light effect to a player in frontof the cabinet.
 22. The emotive lighting structure of claim 21, whereinthe masked area includes an inner edge adjacent the active area and anouter edge spaced from the active area, the gradation pattern extendingbetween the inner and outer edges.
 23. The emotive lighting structure ofclaim 21, wherein the gradation pattern has colors including asilver-mirror pattern, a translucent pattern, and a tinted pattern. 24.The emotive lighting structure of claim 21, wherein the bottom printedsurface further comprises a solid inner border disposed between theactive area and the gradation pattern, the solid inner border blockingthe diffused light.
 25. The emotive lighting structure of claim 21,further including a continuous glass surface overlapping both the activearea and the masked area.
 26. The emotive lighting structure of claim21, wherein the diffuser includes a first portion and a second portion,the first portion being beneath the masked area such that the diffusedlight in the first portion is partially visible through the gradationpattern to create the pattern light effect to the player, the secondportion being adjacent to the masked area and spaced from the activearea such that the diffused light in the second portion is visible tothe player without being blocked by the masked area.
 27. The emotivelighting structure of claim 26, wherein the second portion includes atop surface and an external side perpendicular to the top surface, thediffused light being emitted through the top surface and the externalside.
 28. The emotive lighting structure of claim 26, further includinga continuous glass surface overlapping both the active area and themasked area but not the second portion of the diffuser.
 29. The emotivelighting structure of claim 21, wherein the light source comprises oneor more light-emitting diodes.
 30. An emotive lighting structure for agaming machine, the gaming machine including a cabinet and an electronicdisplay device mounted to the cabinet, the electronic display devicehaving an active area configured to display images of a casino wageringgame, the emotive lighting structure comprising: a masked area adjacentto the active area and lacking any display of the images of the casinowagering game, the masked area including a printed bottom surfacecomprising a printed pattern; a diffuser including a first portion and asecond portion, the first portion being beneath the masked area, thesecond portion being adjacent to the masked area and spaced from theactive area; a concealed light source configured to emit light into thediffuser, the diffused light in the first portion being partiallyvisible through the printed pattern to create a pattern light effect toa player in front of the cabinet, the diffused light in the secondportion being visible to the player without being blocked by the maskedarea; and a continuous glass surface overlapping both the active areaand the masked area but not the second portion of the diffuser.
 31. Theemotive lighting structure of claim 30, wherein the masked area includesan inner edge adjacent the active area and an outer edge spaced from theactive area, the pattern extending between the inner and outer edges.32. The emotive lighting structure of claim 30, wherein the bottomprinted surface further comprises a solid inner border disposed betweenthe active area and the pattern, the solid inner border blocking thediffused light.
 33. The emotive lighting structure of claim 30, whereinthe second portion includes a top surface and an external sideperpendicular to the top surface, the diffused light being emittedthrough the top surface and the external side.
 34. The emotive lightingstructure of claim 30, wherein the light source comprises one or morelight-emitting diodes.
 35. A method of operating an emotive lightingstructure for a gaming machine, the gaming machine including a cabinetand an electronic display device mounted to the cabinet, the electronicdisplay device having an active area configured to display images of acasino wagering game, the emotive lighting structure including a maskedarea, a diffuser, and a concealed light source, the masked area beingadjacent to the active area and lacking any display of the images of thecasino wagering game, the masked area including a printed bottom surfacecomprising a printed gradation pattern, the diffuser being at leastpartially beneath the masked area, the method comprising: emitting lightinto the diffuser such that the diffused light is partially visiblethrough the gradation pattern to create a pattern light effect to aplayer in front of the cabinet.
 36. The method of claim 35, wherein thebottom printed surface further comprises a solid inner border disposedbetween the active area and the gradation pattern, the solid innerborder blocking the diffused light.
 37. The method of claim 35, whereinthe diffuser includes a first portion and a second portion, the firstportion being beneath the masked area, the second portion being adjacentto the masked area and spaced from the active area, wherein the emittingincludes emitting the light into the diffuser such that the diffusedlight in the first portion is partially visible through the gradationpattern to create the pattern light effect to the player and such thatthe diffused light in the second portion is visible to the playerwithout being blocked by the masked area.
 38. The method of claim 35,wherein the second portion includes a top surface and an external sideperpendicular to the top surface, wherein the emitting includes emittingthe light into the diffuser such that the diffused light is emittedthrough the top surface and the external side.